ShadowFinder Classes
Nothing on this page is OGL. This is a post of Community Use content of Paizo materials, and is a follow-up to my ShadowFinder Is Coming post from earlier in the week.
Since that announcement, a lot of people have asked me what classes will be in ShadowFinder. The short answer is “anything designed for Starfinder.” The long answer is a little more complicated, because the first ShadowFinder book will specifically be designed around eight classes – enigma, envoy, mystic, operative, soldier, sword saint, technician, and warlock.
So, if every class works, why focus on just a subset of them? Well it turns out I wrote a whole sidebar about that! here it is, complete with layout formatting just so people can see what my 3pp manuscripts tend to look like.
[BEGIN SIDEBAR][H2]“Why Can’t I Play A Vanguard In ShadowFinder?”
Good news, you can play a vanguard, if your group wants that!
…
Oh, still here? Want more of an explanation? Okay, let’s talk.
The ShadowFinder Play Mode is designed to evoke a different set of tropes and sub-genres than standard Starfinder. It’s much more Modern Urban Fantasy than Science-Fantasy, so we expect you’ll mostly adventure on one planet, hunt cryptids, run down cults, and fight things you find in the shadows (see what we did there?), rather than have battles in starships, hop from world to world, explore strange new sections of space, and combat the forces of entire star kingdoms.
So, for that different Play Mode, we focus on the 8 classes that feel most appropriate for the kinds of stories we expect to be part of that – envoy, mystic, operative, soldier, the new enigma and warlock classes, the hybrid mechanic/technomancer technician class, and the sword saint alternate class for the solarian. As a result, those classes are given more support (and in the case of new/hybrid/alternative classes, introduced, blended, and modified) to fit the tone of ShadowFinder.
But that’s the game we envision. If you’re reading this, they’re YOUR ShadowFinders now! Yes, we played with Armor Class rules, damage, equipment… but that can all be applied to any Starfinder class (even other classes on Starfiner Infinite, or things Paizo hasn’t released yet). The whole point of making ShadowFinder be 100% Starfinder compatible is that anything in ShadowFinder can be used in a typical Starfinder game, and anything designed for Starfinder can be used in the ShadowFinder Play Mode.
A single player want to be the only vanguard in the known world and the GM is cool with that idea? Great, no issues here. You want to port in more fantasy-themed classes from Rogue Genius Games’ Starfarer Companion? Be our guest. Don’t like our technician class, and you want to give its class features out to mechanics and technomancers? That’ll work just fine. ShadowFinder is both a toolbox and a goody bag. Use it however you want—be designed it that way.
TL;DR – Anything that works in Starfinder works in Shadowfinder. This is a Play Mode, not a different game or campaign. If you want to have biohackers and vanguards and technomancers finding shadows, go for it!
[END SIDEBAR]
Obviously, I’ll talk more about this both running up to the book’s release on Satrfinder Infinite, and afterward.

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Posted on September 30, 2021, in Adventure Sketch, Game Design, ShadowFinder, Starfinder Development and tagged Game Design, gaming, Geekery, ShadowFinder, Starfinder, Worldbuilding. Bookmark the permalink. Leave a comment.
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